I hope this idea gets added to the game soon! Very good idea!
- 12/18/2013 12:42:52 PM Posted in: Diablo III General Discussion
12/18/2013 6:22:35 AM
From what I've seen in streams I think most new features in RoS are spot on. Yes, it might be a few months before the new features are balanced, but all in all I think the Diablo 3 development team is doing exceptionally well. I also really like the recent "Design a Legendary" initiative. Watching the stream I better understand the challenge of the development team: adding as much value as is realistically possible with limited resources.Posted in: Diablo III General Discussion
They introduced more diversity to the game, some of which are:
- Adventure mode with bounties.
- Game changing legendaries where each new legendary actually affects how you play the game.
RiftsFrom a technical perspective, from what I understand about rifts, a rift is the reuse of the following parts of the game:
- Portal with which you enter the rift.
- A random area with random parameters, i.e. layout, monster types, monster density, weather, entrance/exit location. Here they parametrized the area as much as they could (without overdoing it). Each area uses a different set of random parameters.
- Each but the last random area is connected to another random area with a different set of parameters.
- After you killed enough monsters a random mini boss is spawned.
Adventure modeFor adventure mode they probably (best guess by me) improved the waypoint code, so that it works from any act. They also introduced a quest like system. I think they reused the quest target monster itself, but adjusted toughness and abilities. They also added some other types of quests. And also they changed the menu structure.
Game changing legendariesFor the game changing legendaries they are probably (best guess by me) introducing new (or copying and adjusting old) game logic and reusing existing sounds and graphics as much as possible. This means most game changing abilities on the new legendaries look and sound similar to existing content. But due to different game logic a game changing ability feels completely different from existing abilities. I think this is quite an accomplishment.
Technical view on the new ideasThere are a lot of very cool ideas out there now for Diablo 3 and RoS. Some of those are:
- Endless dungeons.
- Nephalem Trials as proposed by MrMonstrosity here.
Endless dungeonsFor endless dungeons you could reuse the Rift code. You could even make it almost endless by limiting the number of dungeon levels to 100 or 999. I cannot see any technical difficulty in implementing and adding this feature. So I think mostly the concerns could be: the endless dungeon will get boring very fast and dungeon levels will start to look similar if you have more than like 20 dungeon levels. What are your thoughts?
Nephalem TrialsFor the Endless Horde Nephalem Trial you could use parts of the already existing cursed chest code. As I understand it the Endless Horde Nephalem Trial would take place in a seperate instance, i.e. seperated from the rest of the game. The instance mechanism is already used for the uber boss fights. So that could, hopefully, be reused for the most part.
The instance mechanism could also be reused for the Timed Dungeon and Goblin Hunt Nephalem Trials.
For all Nephalem Trials rankings would have to be introduced. This should be game logic mostly and new menu graphics.
My conclusion is that this could be implemented with some effort, but it should be manageable. In my opinion the Nephalem Trials will add a lot of value. Do you agree or?
PvPvEOk, now PvPvE. It might even be the most wanted new feature for Diablo 3. So you have two teams clearing the same dungeon instance and competing for the best time to clear the dungeon. Technical challenges are (best guess by me):
- Two different games have to be combined in some way. Team progress data should be synchronized between those games. In the current version of Diablo 3 two different games are completely different and seperate. I cannot imagine how much of the code base needs to be changed to make this happen.
- Both games should have the same difficulty and same dungeon and it should start in the dungeon instance.
I think this new game feature might prove to be quite challenging to implement. What do you think?
12/15/2013 2:09:38 PM
Have been playing my Barb a bit more. The Hurricane Rune for Whirlwind is imho a briljant adjustment of the skill. Instead of moving at normal movement speed you now move at the regular whirlwind speed but vortex in your enemies from a long distance. My thoughts about this:Posted in: Diablo III General Discussion
- By removing the 'moving at normal movement speed' property it fits in better with the rest of the runes and will, once balanced, imo NOT be the one and only must have whirlwind rune.
- The use of vortex is a smart move because it uses something that's already in the game: easier & faster to implement.
- In the current version Whirlwind Hurricane also vortexes rare and elite packs, continuously. If you use superstition you have almost unlimited fury against most rare and elite packs, so you can keep doing the Whirlwind Hurricane and keep vortexing in the monsters. While being vortexed your enemies cannot perform actions, i.e. cannot attack or use abilities against you. The vortexed enemies land somewhere behind you where they are just out of melee range. Imo this skill is now just a bit too powerful.
- Monsters are pulled in from a looong range.
12/14/2013 12:04:59 PM
My thoughts so far:Posted in: Diablo III General Discussion
- Great menu improvements.
- Very atmospheric graphics.
- Most skill changes are good, some are amazing.
- I love the paragon points, mostly because of the extra movement speed bonus and reduced skill cooldown.
- Some second thoughts:
- Some skills hit monsters in a large radius, like 40 yards, but monster density is not high enough to make this useful.
- I'm mostly running from rare pack to rare pack as fast as I can, because they drop the best loot from what I've seen.
- When I play Barbarian I love to jump into a large pack of monsters and do tons of damage. With the reduced monster density I kind of miss this. On the other hand, with the reduced monster density more skill combinations are a valid option.
- Mouse movement in the difficulty selection menu is very awkward. This is also true for moving the mouse over your currently selected skills in your skill bar.
12/11/2013 12:00:32 PM
We all make mistakes. Perhaps he should apologize? Or perhaps he has done so already?Posted in: Barbarian: Bastion's Keep
I only watched his RoS stream a few times just recently. It looks to me he loves to stream.
I think income from streaming must be seen as a bonus and as it stands now D3 streaming will not be enough to make a living.
Like the build
12/11/2013 1:47:20 AM
I like it!Posted in: Diablo III General Discussion
12/11/2013 1:24:41 AM
I like the ideas!Posted in: Diablo III General Discussion
The only thing I would consider as not implementable yet is the idea of up to 8 players (of which 4 are drawn on screen as ghosts) running around in the same area. Only if they removed any skill animation etc. for these ghostly players would the cpu and gpu load remain about the same.
You could do the race in two identical instances, where you would only see the score for the other team.
12/6/2013 10:18:48 AM
Great ideas and very cool pictures!!Posted in: Diablo III General Discussion
12/6/2013 9:54:08 AM
They can fine tune endless mode to a point where you will not be oneshot, even with just above average gear, and it will still get harder and harder.Posted in: Diablo III General Discussion
12/6/2013 9:51:23 AM
There will be changes after RoS is live. They will first polish RoS and then add new features, hopefuly like the ones mentioned by OP.Posted in: Diablo III General Discussion
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